Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: DJ Omnimaga on April 17, 2009, 04:22:25 am
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March 31st screenshot:
http://www.omnimaga.org/images/screenshots/illu13.gif (it is 1 MB huge, which is why I linked it)
For now, here are three new screenshots.
First one shows the current memory requirements for the game. Note that the game will require most of the RAM for temporary purpose, so don't put too many stuff in it in case.
Second one shows the first village in the game, altough I don't have enough money to demonstrate buying/selling items or upgrades, but it works. The higher your attack/def/spd/mag, the higher the upgrade cost. Also there's a bug with the two houses that aren't unlocked to the east of the village, when exiting it exits at the opposite house. I'll have to fix that.
Third screenshots shows me wandering through the first areas where enemies are actually beatable. Sorry, no magic spell showcase yet, altough they are alerady done. I will try hacking my save data with more spells and higher levels later and challenge a strong unnoficial enemy with them to showcase that stuff
You must click the images to animate them.
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I think you spelled the the topic title wrong ;) "screenshit" .. lol.
Nice ss's though, can't wait til this is out.
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Looks good DJ ;D
But as trev said, "screenshit threat" doesn't seem right XD
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That's some nice shit you've got there progressing really quickly.
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Looking excellent!
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looks good, are you using a program to archive/unarchive data?
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I think you spelled the the topic title wrong ;) "screenshit" .. lol.
This was intentional and this isn't the only word in the title I spelt wrong ;)
thanks guys, and to awnser Necro question, I use a program called XCOPY (see forums) by Iambian that mimics xLIB/Celtic III real(10 command. The only difference is that it only copies archived programs to RAM, not RAM programs to RAM. I use this because it's the smallest routine of its kind and I wouldn't want to use a 16 KB app just for one single routine (since I aim to make the rest of the game apart of the archived program issue in BASIC)
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haha, i thought the title was a typo at first. I was going to modify it when i saw that it was on purpose :P
Anyways, this is awesome! I am always amazed at how quickly you can create stuff on the calculator dj.
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I am always amazed at how quickly you can create stuff on the calculator dj.
I don't want to brag too much about this one, but I think this game is the one I've been working the slowest on in all games I ever made on calculators. Motivation being lower and being much more busy than I used to be (altough not as much as some of you) back when I regulary coded is what slows down developpement a lot. Had I still got as much dedication towards calc programming and as much free time as I used to have back in 2002 and 2003, Illusiat 13 would probably get completed within 2 or 3 months. Keep in mind that since I use fresh new code, not old code from the previous games like I did through almost the entire serie, this adds a lot more work. In comparison, Illusiat 7, 8, 9 and 10 all came out within about 3 weeks intervals from each others, requiring 2 weeks of developpement for each. Illusiat 11 and 12 took about 1 month each, same for Mystique. The Reign of Legends 1 and 2 took 2 months each.
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That looks really great kevin, and I love the going to battle effects. Can not wait to see more of this, and it is amazing how well laid out your maps are!
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Looking great! Still showing people the power of an RPG coded in (nearly) all BASIC, eh? I wished I had the kind of motivation you do to complete some of my own projects. Why, then CaDan would've been done and over with by now!
But, still. The screenshots are nice. The battle sequences are easy on the eye; the maps (just like everyone else has said) seem to have been well thought out, not just because of the layout, but the characters chosen to represent the various objects; and the overall feel given by the screenshot lends itself well to what kind of gameplay is to be expected.
I'd expect this to be the best installment in your Illusiat series yet.
... but, if you need help in alleviating any "installation complexities" that will inevitably be complained about, let me know and I may spend some time on writing an installer. I've been itching to use pucrunch in a meaningful way ... :)
EDIT: Shouldn't have to worry about complaints about the game being more and more ASM-y. The installer idea is just to make it "easier" for the less patient people to install the game. The installer can be set to delete itself after a successful installation. The alternative would be to manually transfer all those files which can be done for the more "hardcore" peoples. </ShamelessSelfAdvertizing>
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thanks a lot. While this game will be shorter than I12 (obviously, considering the great difference between pictures and strings file sizes for maps and the signifiantly more complex storyline) and that it will not contain the custom battle menu system that Illusiat 11 had, I think it will prbly be the best in the series. As for installing, I doubt this one will be much of a problem, because there will not be much more sub-programs than Illusiat 12 had and almost everything is sent to the archive and 5 files are sent to the RAM
the only thing with this game is that the complex leveling up/stat increase system is going to be very exploitable, but that will allow people to be very creative with figuring out strategies. For example, there's an early cure experience trick during the intro, tricks to quickly level up your magic without having to fight several hard enemies and bosses and even an invincibility trick against every monster that is weak against dark magic no matter your LV. Don't worry, though, it will not be possible to do LV1 runs through the entire game, for example.
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Finally, the magic animations in action (not all of them, though), as well as one of the game side quest. The dungeon with enemies shown in this video was also in Illusiat 4 (altough unnamed). The map layout is almost the same than in Illusiat 4 remake, but the floor is now blank to fit the new map engine requirements, there are some stairs and because this game occurs hundred of thousands of years after Illusiat 4, there are some rocks and debris everywhere.
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I'm liking those Regen rings.. I would definitely go with 4 of those suckers on at once. Is there a limited number of each type of ring you can have?
Nice video too. the magic animations are amazing as usual.
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it depends of which rings. Some of them can be bought at stores, such as the elemental protection rings and regen rings, but some others can only be found in certain dungeons. The Atlas Ring, for example, can only be found in the one in the video. The 1-UP ring comes with you when you start a new game, but you lose it very early. However, there will be a way to get it back and it can come pretty handy if a monster instant kills you, because with it equipped, if your HP was at maximum before getting attacked, you'll drop to 1 HP instead of 0 so you still got a chance to escape or attempt at fighting the monster (good luck).
You can equip 4 rings at once and the effects can be stacked. For elemental protection rings, for example, having 1 fire ring equipped will halve fire damage and having 2 equipped will make them 3 times weaker. The Atlas Ring, while doubling your attack power, it halves your magic power. However, this side effect can be countered by equipping a Trita Ring, which will double your magic power, putting it back at its original level. However the Trita ring also got a side effect, which halve your defense and can be dangerous. However, the Vital Ring comes handy there, as it doubles back your defense and this one doesn't have any side-effect.
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Nice. I think I would got with 4 regen rings, then spend most of my time leveling my att/str. that way i could deal high damage and then whenever I get hit, i'll just regen a bunch of the health i lose.
Nice work though. I like it.
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The cool thing with the stat leveling up and these rings is that in some ways you kinda have classes/jobs in that game. You can choose to make your character a fighter who hardly ever use magic by raising his attack, you can do a mage by mostly raising magic power as much as you can. Make sure that no matter what you don't forget speed, though, because as you can see in this video, enemies tends to attack twice in a row sometimes
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yeah I saw that. High attack and speed = pwnage. Heh can't wait for this to come out.
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Too bad that it isn't as fast on a normal 83+... :(
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True, altough to be fair, it runs at a quite good speed for BASIC and even runs faster than the older Illusiat games
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Great stuff as always. I can't believe that it runs so fast on the SE. O_o
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thanks ^^ faster speed was one of my goals for this game. I didnt wanted to have slower speed than Illusiat 12 and I wanted faster map loading
As for the Casio FX-9860G a port might be an issue because I'll need to rewrite all my maps to 7x16 or 7x21 if I decide to do such thing. I could always do 7x15 too. Not that this is a big issue but this will take longer than I expected when I start such port. Also since Illusiat 13 is alerady 57 KB on the 83+ now and is only 30% complete it will certainly be split into more than just 2 chapters
On the 83+ side, if speed becomes an issue for this model, the game may also be split into 2 chapters in the future for the regular model. I doubt this will be required, though. So far, 40800 bytes of the game are map data or event triggering, add another 800 for the intro. Near the end of developpement I'll prbly have to get rid of the "Francais" app from my calc and copy the special chars string in another program, but the game should fit in the 163840 bytes. If I am correct, I think the largest files will need to be sent first, then the smaller ones afterward, due to the flash memory being split into sectors.
The worst that could happen is that when you want to go on Illusiat, you'll need to send a whole bunch of files to your calc and overwrite most map data, then you'll need to do the same when you want to go back on the Earth. But at least, you would be allowed to go back and forth between chapters, unlike Illusiat 7 and 9 through 12. Kinda like FFTOM (Final Fantasy: Tales Of Magic) series
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Video of game in action directly on calc (in this case, TI-Nspire):
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Just wandering around fighting monsters in the series only dungeon to have animated tiles
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Nice vid.... I want this game now.
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Nice the I really like the animations on the map.
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x.x ok, I really didn't expect the volume to be so loud.
I had my headphones on when I clicked the link...
M~U~S~I~C!! Yeah!
I just about died x.x
Anyway, this game looks very promising, so hurry up and finish it! (because I want to play it) :P
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There were not much updates in the past few days but I decided to change the battle HUD a bit. Before it showed "MONSTER HP:99999". Basically monster name then your HP. However I figured that since this game doesn't have any MP it was not necessary to specify to most RPG fans that the number displayed in the HUD was your HP so I decided to get rid of the "HP:" thing, thus, allowing me to have monster names of 10 characters lenght instead of being limited to 7.
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that looks pretty cool, can't wait for you to finish it
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he's over 9000!
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As I said before, some areas from Illusiat 4 and Illusiat 12 returns in Illusiat 13 (Illusiat 4 areas being on Earth and Illusiat 12 areas on Illusiat). However, to fit with the new map engine, I had to modify the old maps, not to mention some didn't looked too good so I made them look better. Also, for example, the village south of the Northern Road is no more in Illusiat 13. The cavern before (now the Jexx Cavern instead of the Secret Passage) has been extended a bit further after the former location of the village). Since the new engine allows me to use any solid tiles, not just 2 solid tiles per screen, I could improve some of the maps greatly. The best improvement is the Northern Road area that leads to the 4 Limits Palace in Illusiat 12, which got renamed to Northern Palace in Illusiat 13, since the 4 limits have been broken in Illusiat 12 and the citizens felt the palace name was no longer relevant. You can see a picture attached to this post. Left=Illusiat 12 (WabbitEmu), Right=Illusiat 13 (Real calc, which I held besides the WabbitEmu window in front of the computer screen while taking both pictures)
EDIT: I know there are a lot of people who didn't even knew this part of the game was even the side of a cliff at all before.
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Finally edited the title screen to reflect the 2nd name change
Updated download with it too
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Looks good dude. Keep up the great work :D
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thanks ^^
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That looks awesome! ;D Is that the only change in the new version?
I'm glad you're making progress! :D
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yeah atm it's the only real change, unfortunately ;.;